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== Contracts of Urbanity ==
== Contracts of Urbanity ==
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Although some Changelings may think this collection of contracts to be one of the newest that the Lost have access to, they are in fact are as old as the cities of the world themselves. Rather than merely swearing oaths to stone or steel, the Gentry founded a connection with the very concept of The City. Through this connection, the Lost have learned well about the entity within which they live, and work with her to do what is needed. These contracts are concerned to be affinity to all stripes of Lost; The City accepts all those who seek her aid.
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One of the newest collection of contracts that the Lost have access to are those that are tied to the cities of the world. Rather than merely swearing oaths to stone or steel, the Gentry founded a connection with the very concept of The City. Through this connection, the Lost have learned well about the entity within which they live, and work with it to do what is needed.
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Wizened consider these contracts to be affinity,
===Streetwise (*)===
===Streetwise (*)===
The City talks, although few listen to its words.  Through this contract, the Changeling taps into those whispers and learns tidbits about the city itself.
The City talks, although few listen to its words.  Through this contract, the Changeling taps into those whispers and learns tidbits about the city itself.
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Writing is everywhere within the city, from the billboards to the words scrawled on the walls by street kids.  The Changeling can add his own message to the mix, targeting certain people within the city.
Writing is everywhere within the city, from the billboards to the words scrawled on the walls by street kids.  The Changeling can add his own message to the mix, targeting certain people within the city.
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Cost:  1 Glamour<br>
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Cost:  2 Glamour<br>
Dice Pool:  Wits + Craft<br>
Dice Pool:  Wits + Craft<br>
Action:  Instant<br>
Action:  Instant<br>
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Roll Results:<br>
Roll Results:<br>
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Dramatic Failure: Not only can everyone see the character’s message, they find it horribly insulting AND know that your character was the one who wrote it.<br>
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Dramatic Failure: Not only can everyone see the character’s message, they find it horribly insulting AND know that your character was the one who wrote it.<br>
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Failure: The writing blends into the wall as the contract fails.<br>
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Failure: The writing blends into the wall as the contract fails.<br>
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Success: The message, which must be no more than one sentence per Wyrd, is created as planned. The character may choose who sees or hears it, ranging from a single person to all people of a group (such as all members of the freehold). The image stays in place for a week.<br>
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Success: The message, which must be no more than one sentence per Wyrd, is created as planned. The character may choose who sees or hears it, ranging from a single person to all people of a group (such as all members of the freehold). The image stays in place for a week.<br>
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Exceptional Success: The message moves about in the city to find the target of the message. However, the message will not cross the city lines to reach a target.<br>
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Exceptional Success: The message moves about to find the target of the message.<br>
===Wrong Turn (***)===
===Wrong Turn (***)===
At this point, the Changeling can use the twists and turns of the city against his enemies, leading them into the perfect trap.
At this point, the Changeling can use the twists and turns of the city against his enemies, leading them into the perfect trap.
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Cost:  2 Glamour<br>
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Cost:  3 Glamour<br>
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Dice Pool:  Wits +  Wyrd vs target's Resolve + Wyrd<br>
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Dice Pool:  Wits +  Wyrd<br>
Action:  Instant<br>
Action:  Instant<br>
Catch:  The changeling must place a token such as a lock of hair or wax figurine containing its blood that represents the target somewhere in the location.<br>
Catch:  The changeling must place a token such as a lock of hair or wax figurine containing its blood that represents the target somewhere in the location.<br>
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A Changeling with this contract senses the connection between the various streets of the cities across the country and uses it to travel quickly.  By merely turning the corner, a Changeling can start walking on Broadway St, St. Louis and end up on Broadway, New York City.
A Changeling with this contract senses the connection between the various streets of the cities across the country and uses it to travel quickly.  By merely turning the corner, a Changeling can start walking on Broadway St, St. Louis and end up on Broadway, New York City.
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Cost:  3 Glamour<br>
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Cost:  4 Glamour<br>
Dice Pool:  Wyrd + Streetwise<br>
Dice Pool:  Wyrd + Streetwise<br>
Action:  Instant<br>
Action:  Instant<br>
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Dramatic Failure:  The changeling becomes incredibly lost, losing all sense of direction.  For the next scene, he literally must be lead about by someone else or he has no way whatsoever to determine where he is. <br>
Dramatic Failure:  The changeling becomes incredibly lost, losing all sense of direction.  For the next scene, he literally must be lead about by someone else or he has no way whatsoever to determine where he is. <br>
Failure:  The contract fails, and the changeling remains where he is. <br>
Failure:  The contract fails, and the changeling remains where he is. <br>
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Success:  The Changeling can choose a streets with the same name that he is currently walking on in any city that is within (Wyrd x 50) miles and transport between them.  It takes five minutes to travel between the two cities, no matter the distance. <br>
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Success:  The Changeling can choose a streets with the same name that he is currently walking on in any city that is within (Wyrd x 100) miles and transport between them.  It takes five minutes to travel between the two cities, no matter the distance. <br>
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Exceptional Success:  The changeling can travel to a city within (Wyrd x 100) miles.
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Exceptional Success:  The changeling can travel to a city within (Wyrd x 1000) miles.
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===Assumption of the City’s Heart (*****)===
===Assumption of the City’s Heart (*****)===
By using this penultimate contract with the City, the Changeling fuses with the city itself, spreading his consciousness through the wires, tunnels and steel and becoming one with his surroundings.  However, doing so ties him to the city irrevocably; if the character Assumes The City's Heart more than (Wyrd x2) times, he physically cannot leave the borders of the city barring using The Secret Name of Streets.  Even then, though, the character can only leave his city for (Wyrd/2, round up) hours; past that point, he takes damage much like the True Fae do when they remain in the Real for too long.
By using this penultimate contract with the City, the Changeling fuses with the city itself, spreading his consciousness through the wires, tunnels and steel and becoming one with his surroundings.  However, doing so ties him to the city irrevocably; if the character Assumes The City's Heart more than (Wyrd x2) times, he physically cannot leave the borders of the city barring using The Secret Name of Streets.  Even then, though, the character can only leave his city for (Wyrd/2, round up) hours; past that point, he takes damage much like the True Fae do when they remain in the Real for too long.
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There are rumors of an entitlement called the Lords of the Steel Webs made up of masters of the Contracts of Urbanity who act as information hubs between the various cities of the world.  All have become trapped in their respective cities...well, trapped as far as other are concerned.
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Cost:  5 Glamour<br>
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Cost:  4 Glamour + 1 Willpower<br>
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Dice Pool:  Presence + Wyrd<br>
Dice Pool:  Presence + Wyrd<br>
Action:  Extended (Five successes; each additional success grants another five minutes; number of rolls equal to Wyrd) <br>
Action:  Extended (Five successes; each additional success grants another five minutes; number of rolls equal to Wyrd) <br>
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Dramatic Failure:  The Changeling does merge with the city, but he feels everything:  the footsteps of every person walking the streets pressing against him, the pain of the burning buildings.  When the Changeling emerges from the city, he is reduced to one health level and must roll for a derangement. <br>
Dramatic Failure:  The Changeling does merge with the city, but he feels everything:  the footsteps of every person walking the streets pressing against him, the pain of the burning buildings.  When the Changeling emerges from the city, he is reduced to one health level and must roll for a derangement. <br>
Failure:  The character fails to gain the connection to the city that he so desires. <br>
Failure:  The character fails to gain the connection to the city that he so desires. <br>
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Success:  The character literally sinks into the ground, his consciousness spreading throughout the city. For ten minutes (plus an additional five minutes per additional success), the changeling can send his consciousness to any point in the city that has not been warded against such intrusions (by Space wards, for example.) By spending a Willpower point, he can manifest in a chosen area, using his surroundings to his advantage; messages ring out in the honking of car horns, or a nearby flower pot falls on the head of a running mugger. The manifestation lasts for a turn per success rolled on the Contract.<br>
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Success:  The character literally sinks into the ground, his consciousness spreading throughout the city. For ten minutes (plus an additional five minutes per additional success), the changeling can perceive anything going on within the city with a simple Wits+Composure roll. It is also nigh impossible to cause damage to the Changeling without causing massive structural damage to the city. <br>
Exceptional Success: Same as above. <br>
Exceptional Success: Same as above. <br>

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